Here you'll find articles and resources for STEM+Arts education, also known as STEAM. Topics include science, technology, engineering, math and arts education and range from research reports to feature articles to profiles of makerspaces to news about new STEAM and STEAM initiatives in schools.
An education technology company that produces a virtual robotics platform to help middle schoolers learn coding and robotics basics has released a sequel to its original set of curricula.
After 10 years of investment, it’s time to re-evaluate and chart a new way forward.
According to the organizers, this is the first student-focused esports event to take place in the region. It will draw competitors from both college and high school.
3D scanners are expected to see explosive growth in the next few years. The devices allow users to scan real-world objects to convert them into 3D models for a range of purposes, including 3D printing.
Discovery Education and 3M have opened the 2020 Young Scientist Challenge, an annual competition that calls on students in grades 5–8 to create a short video explaining “the science behind an idea aimed at solving a problem that positively impacts them, their school, family or community.”
Researchers at the University of California, Irvine are launching a program to develop computational curriculum that focuses on the needs of English language learners.
The learning and innovation in education never stops. Here's what 12 education technology experts and observers expect for the new year in K-12.
PASCO Scientific, which supplies schools with science products, has joined a Google for Education integrated solutions initiative. PASCO said it hopes its participation will improve the efficiency of science learning and classroom experimentation with its gear in schools where Google products are being used.
The Innovation Academy will work with the Georgia Institute of Technology’s Center for Education Integrating Science, Mathematics and Computing in creating a STEM-focused curriculum that uses project-based and team learning, portfolios, certifications, business mentorships and student-created applications and products.
The program includes STEAM curricula (for grades 4 through introductory college courses), robotic telescopes with photo capture functionality and access to a private virtual clubhouse for sharing observations.
The role of technology as an agent for creating more leveled playing fields for student learning is not new – but it has not been fully articulated before now. As a result of using technology as a platform for remote learning, both teachers and administrators now place a higher valuation on the role of technology to support students’ future success.